commit b73dcaa7411965270c175c57af63d58426ebf2ab
Author: Leszek Koltunski <leszek@distoretedandroid.org>
Date:   Thu Dec 8 12:18:00 2016 +0000

    Javadoc

diff --git a/src/main/java/org/distorted/library/DistortedBitmap.java b/src/main/java/org/distorted/library/DistortedBitmap.java
index b6a7a82..4160a54 100644
--- a/src/main/java/org/distorted/library/DistortedBitmap.java
+++ b/src/main/java/org/distorted/library/DistortedBitmap.java
@@ -23,25 +23,7 @@ import android.graphics.Bitmap;
 
 ///////////////////////////////////////////////////////////////////////////////////////////////////
 /**
- * Wrapper around the standard Android Bitmap class to which one can apply graphical effects.
- * <p>
- * General idea is as follows:
- * <ul>
- * <li> Create an instance of DistortedBitmap
- * <li> Paint something onto the Bitmap that's backing it up
- * <li> Apply some effects
- * <li> Draw it!
- * </ul>
- * <p>
- * The effects we can apply fall into three general categories:
- * <ul>
- * <li> Matrix Effects, i.e. ones that change the Bitmap's ModelView Matrix (moves, scales, rotations)
- * <li> Vertex Effects, i.e. effects that are implemented in the Vertex Shader. Those typically change
- *      the shape of (some sub-Region of) the Bitmap in some way (deforms, distortions, sinks)
- * <li> Fragment Effects, i.e. effects that change (some of) the pixels of the Bitmap (transparency, macroblock)
- * </ul>
- * <p>
- * 
+ * DistortedObject descendant - with a Grid of flat rectangles.
  */
 public class DistortedBitmap extends DistortedObject
    {
diff --git a/src/main/java/org/distorted/library/DistortedCubes.java b/src/main/java/org/distorted/library/DistortedCubes.java
index 5cf4369..2fe4022 100644
--- a/src/main/java/org/distorted/library/DistortedCubes.java
+++ b/src/main/java/org/distorted/library/DistortedCubes.java
@@ -21,26 +21,8 @@ package org.distorted.library;
 
 ///////////////////////////////////////////////////////////////////////////////////////////////////
 /**
- * Instance of this class represents a flat set of cubes optionally textured as a whole.
+ * DistortedObject descendant - with a Grid composed of a set of cubes, centers of which all have equal Z-coords.
  * (a subset of a NxMx1 cuboid build with 1x1x1 cubes, i.e. the MxNx1 cuboid with arbitrary cubes missing)
- * <p>
- * General idea is as follows:
- * <ul>
- * <li> Create an instance of this class
- * <li> Optionally texture it
- * <li> Apply some effects
- * <li> Draw it!
- * </ul>
- * <p>
- * The effects we can apply fall into three general categories:
- * <ul>
- * <li> Matrix Effects, i.e. ones that change the Cuboid's ModelView Matrix (moves, scales, rotations)
- * <li> Vertex Effects, i.e. effects that are implemented in the Vertex Shader. Those typically change
- *      the shape of (some sub-Region of) the Cuboid in some way (deforms, distortions, sinks)
- * <li> Fragment Effects, i.e. effects that change (some of) the pixels of the Texture (transparency, macroblock)
- * </ul>
- * <p>
- * 
  */
 public class DistortedCubes extends DistortedObject
    {
diff --git a/src/main/java/org/distorted/library/DistortedObject.java b/src/main/java/org/distorted/library/DistortedObject.java
index c0941c9..65b134a 100644
--- a/src/main/java/org/distorted/library/DistortedObject.java
+++ b/src/main/java/org/distorted/library/DistortedObject.java
@@ -37,7 +37,23 @@ import java.util.HashMap;
 ///////////////////////////////////////////////////////////////////////////////////////////////////
 /**
  * All Objects to which Distorted Graphics effects can be applied need to be extended from here.
- *
+ * <p>
+ * General idea is as follows:
+ * <ul>
+ * <li> Create an instance of (some class descended from) DistortedObject
+ * <li> Paint something onto the Bitmap that's backing it up
+ * <li> Apply some effects
+ * <li> Draw it!
+ * </ul>
+ * <p>
+ * The effects we can apply fall into three general categories:
+ * <ul>
+ * <li> Matrix Effects, i.e. ones that change the Bitmap's ModelView Matrix (moves, scales, rotations)
+ * <li> Vertex Effects, i.e. effects that are implemented in the Vertex Shader. Those typically change
+ *      the shape of (some sub-Region of) the Bitmap in some way (deforms, distortions, sinks)
+ * <li> Fragment Effects, i.e. effects that change (some of) the pixels of the Bitmap (transparency, macroblock)
+ * </ul>
+ * <p>
  * Just like in DistortedNode and DistortedFramebuffer, we need to have a static list of all
  * DistortedObjects currently created by the application so that we can implement the 'mark for
  * deletion now - actually delete on next render' thing.
